Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 7:35 pm
All times are UTC + 0
Tiberian Sun: UMP Merges With Tiberian Sun Client
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 3 [103 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2, 3 Next
Author Message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 1:56 am    Post subject:  Tiberian Sun: UMP Merges With Tiberian Sun Client
Subject description: Unsticky this thread when you can.
Reply with quote  Mark this post and the followings unread

Tiberian Sun: UMP Merges with Tiberian Sun Client



Hello ladies and gentlemen, today I would like to announce that Tiberian Sun: UMP has been merged with the new Tiberian Sun Client. All traces of the UMP's separate downloads no longer exist or have been updated to include and specify the fact that it is now part of the Client itself.

Our ModDB page has now been updated and edited to suit the Tiberian Sun Client's needs. This isn't to say that Tiberian Sun UMP is no longer an ambition, quite the contrary, we will continue to fix bugs in the original Tiberian Sun code and these fixes will be included as a part of the Tiberian Sun Client itself in the future, assuming we come across more bugs in Westwoods codes, which I think we all know is incredibly likely.

For those of you that don't know, the purpose of Tiberian Sun: UMP (Unofficial Mini-Patch) is to fix all known (fixable) bugs in Tiberian Sun.

Last edited by Aro on Mon Aug 10, 2015 10:57 pm; edited 21 times in total

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jul 03, 2010 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

The reason that Attack Buggy couldn't crush infantry was to make it on par with the Wolverine. Like the Wolverine, the Attack Buggy is immune to veins as well. As well as you should include a fix for the TS Nod mission with the imprisoned commander, you have to capture a refinery while the harvester is docked, instant dump would break the mission.

Other than that, nice work!

Back to top
View user's profile Send private message ModDB Profile ID
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I've tested the mission, you are still able to capture the Refinery while the harvester is unloading, you just have to be quick.

Back to top
View user's profile Send private message
Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 03, 2010 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro, I'm going to give you heads up. Messing with the values below can have some bad effects on single player missons if you mess with them too much.

;Default Values
[General]
TeamDelays=1350,1350,2550
AIHateDelays=5400,4500,4050
TotalAITeamCap=14,12,10
MultiplayerAICM=250,200,100
MaximumAIDefensiveTeams=6,5,4
MinimumAIDefensiveTeams=4,3,2
FillEarliestTeamProbability=100,80,60

I set my Rules to the values below and I got Zerg Rushed to no end on the Nod misson "Blackout"

;Modded Values
[General]
TeamDelays=1,312,625
AIHateDelays=4000,3000,2000
TotalAITeamCap=55,45,35
MultiplayerAICM=3500,2000,1000
MinimumAIDefensiveTeams=5,4,3
MaximumAIDefensiveTeams=7,6,5
FillEarliestTeamProbability=100,80,60

_________________


C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5!

Back to top
View user's profile Send private message
Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Sat Jul 03, 2010 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I would recommend against adding a multiple factory bonus as it severely imbalances the game when large amounts of helipads are constructed.

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Jul 03, 2010 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
VeteranRatio=4.0


;D

Quote:
As well as you should include a fix for the TS Nod mission with the imprisoned commander, you have to capture a refinery while the harvester is docked, instant dump would break the mission.


Well, there you have another point why I'm personally against insta-dump Razz

Quote:
Movement speed is now consistant on clear, pavement, rough, sand and grass (Gameplay enhancement)


I know it was overly exaggerated in TS, but I'd rather keep rough and sand as the usual slow-downers, and pavement as the speed accelerator. Well it depends who wants it either way.

_________________


Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Allen wrote:
Aro, I'm going to give you heads up. Messing with the values below can have some bad effects on single player missons if you mess with them too much.


I know my coding and modding, that's why I didn't set retarded over the top values. For the second time: I've played all the missions from the start to the end with the UMP installed, everything works perfectly and I am yet to come across any errors.

Quote:
Well, there you have another point why I'm personally against insta-dump


For the second time, there is no problem with capturing refineries while harvesters are docked, it still works perfectly fine unless you're turtle-slow.

Quote:

I know it was overly exaggerated in TS, but I'd rather keep rough and sand as the usual slow-downers, and pavement as the speed accelerator. Well it depends who wants it either way.


Quote:

I would recommend against adding a multiple factory bonus as it severely imbalances the game when large amounts of helipads are constructed.


These are OPTIONAL ADDITIONS and so is the Harvester Dumping speed! They can be easily removed and reverted back to normal as I've already mentioned in the first post and in the UMP readme. On that note, I've re-uploaded the UMP with a tiny fix. If you've already downloaded it, download it again.

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jul 03, 2010 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Great, then good work on the UMP, 'bout time TS got a UMP.

Back to top
View user's profile Send private message ModDB Profile ID
Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sat Jul 03, 2010 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Allen wrote:
Aro, I'm going to give you heads up. Messing with the values below can have some bad effects on single player missons if you mess with them too much.


I know my coding and modding, that's why I didn't set retarded over the top values. For the second time: I've played all the missions from the start to the end with the UMP installed, everything works perfectly and I am yet to come across any errors.


Retarded over the top values helps Skirmish mode. I already look at your numbers but I did not know if you were going go push them farther.

_________________


C&C in RA-1 Get it here
http://www.ppmsite.com/forum/viewtopic.php?t=30101 100+ Single Player Missions! Now playable on CnCNet 5!

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I wont alter the AI values again unless I feel it's necessary, but again, the AI changes are optional additions.

Anyway, I've switched the download in the first post. Be sure to re-download. Wink

Back to top
View user's profile Send private message
Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sat Jul 03, 2010 5:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Shouldn't this be in the mod announce forum?

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Since it's more of a fix than it is a mod, I feel Tiberian Sun Editing is better suited.

Back to top
View user's profile Send private message
Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sat Jul 03, 2010 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it's a fix still suited to your tastes. Therefore bent to your play style, it's a modification.

But, oh well.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jul 03, 2010 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh... faster harvester dumps is good, but instant dumps is annoying.
Apart from that, nice mod Smile

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 03, 2010 9:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah its not a fix if it mods gameplay.

1) I'd much prefer to have the traditional Tiberium dumping, its just cooler and its what Tib games are all about.

2) Removing the "different speeds on different ground" isnt a gameplay enhancement IMO, since thats a pretty cool feature and should be used a lot more instead of a lot less.

3) RA2 veterancy is good but 4.0 is too low IMO.

4) MaximumQueuedObjects is debatable. IMO it adds some kind of micro-management to building things, which isnt a bad thing.

Back to top
View user's profile Send private message Send e-mail
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Uploaded UMP 0.1a. Simply removes all optional additions and enhancements and maintains all bug fixes from 0.1.

Back to top
View user's profile Send private message
Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Jul 03, 2010 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice to see that a successor to TS 3.0 of sorts was made. I should go dig that mod out one day and make it a random gagglefuck mod... one day.

_________________
Victory!

Back to top
View user's profile Send private message
Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Sat Jul 03, 2010 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

In case somebody would try to play an old mod,what's needed to do about the patch?

Removing it completely?
Leaving any file that isn't overwritten?
Remove only specific files and leave the others,unless they're overwritten?
Something else?

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well assuming this is a proper mod you're talking about, yes, you'll need to remove the UMP. This is more of a base for starting a new mod.

0.2 Uploaded, check first post for changelog.

I decided to remove all the optional additions and just stick to the bug-fixes.

Back to top
View user's profile Send private message
Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Jul 03, 2010 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I disagree with the removal of the changes, personally. If you could spice up the gameplay and have it pull away from being GDI oriented online, I think that'd be nice. Neutral

_________________
Victory!

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the idea is to set up a bug-free TS for modders, it was never intent to be a balance mod (though I've been tempted to get carried away).

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Jul 03, 2010 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've left MaximumQueuedObjects bit lower (15) since TS has a very annoying bug. If you run out of money while a unit is about to begin its construction, the construction goes on hold state and doesn't continue building even if you get money again. Too many times I've ordered 10 tanks only to come back 5 minutes later to notice only 1 have been built. A lower limit might make you check the construction progress more often.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the third time: I've removed all optional additions (I'm getting really sick of saying those two words).
As for the build Queue bug, that's always existed, regardless of how great the value is. It's in Vanilla TS and Red Alert 2.

Back to top
View user's profile Send private message
SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sat Jul 03, 2010 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought raising this limit was part of the core changes. Personally I do think MaximumQueuedObjects should be raised by this "patch" since 5 is just an artificial and quite annoying limitation. Was just saying have to be careful with the limit because of this bug. Sure it happens in Red Alert 2? I don't ever recall having it happen in there.

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 03, 2010 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

The bug is always there regardless of the value (unless you only allow yourself to queue one unit at a time like in TD), it's annoying but there isn't much that can be done about it. Yep, I'm possitive it's also in Red Alert 2 (Not sure about Yuri's Revenge) cause it's cost me more than one game online.

Back to top
View user's profile Send private message
Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Thu Jul 08, 2010 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

After trying the patch,I found all my skirmish maps going in english.
I figured it was because of missions.pkt,so I went around in .mix files and gathered the data to make my own missions.pkt with the french names.

I know the quantity of persons interested by this AND coming in this forum must be incredibly low Laughing ,but I still share it just in case.



missions.zip
 Description:

Download
 Filename:  missions.zip
 Filesize:  1.18 KB
 Downloaded:  1005 Time(s)


Back to top
View user's profile Send private message
Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Sat Jul 10, 2010 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Something that bothered me with this patch is the harvester harvesting animation.
That green smoke isn't good,it looks more like tiberium gas,and it feels really wrong when harvesting blue tiberium.
I tried to put back the old harvestr.shp,and I find it better: gray don't feel weird,and it even seems smaller,like if it had better transparency (maybe it just blend better with the harvester Confused )

edit: I checked in that some more,taking screenshots and comparing them.
After all,there doesn't seems to be any real transparency difference.

I looked for things in rules.ini or art.ini,workarounds and/or enhancements using the wrong palette,that would have been proofs that it would be a hack rather than an error,but I didn't find those.
Yet it's still possible this "error" was made of purpose (I don't know if it would be hard to get the same gray on the normal palette),there are unfinished things,hacks and workarounds in this game after all.

I will keep the "wrong palette" version.
I don't create a new post to say all that,since considering this fix right or wrong will depend on the feedback about it.

Last edited by Cantdrawbutmod on Tue Jul 13, 2010 12:34 pm; edited 1 time in total

Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Jul 10, 2010 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You are aware that the harvesting animation was actually in the wrong palette right? The green color is how the animation was originally supposed to look. But of course you could always change it back to being in the wrong palette if that's how you prefer it.

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Jul 14, 2010 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, a bug you need to write off is all the mutant infantry (MUTANT, MSGT, and MWMN) use a fire anim for their weapon while they still crawl and thus need it removed. The Mutant and Mutant Sargent SHPs have a firing anim build in but the Mutant Soldier needs one, I believe I posted a fixed SHP in the SHPs section here that added a firing animation.

Dug through the SHP forums and found it here.

Back to top
View user's profile Send private message ModDB Profile ID
GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Aug 05, 2010 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I just notice that another problem with this patch icon not darken when build building.

I check around problem is from "darken.shp" in ecache02.mix. Is this mistake?



TS.PNG
 Description:
 Filesize:  55.54 KB
 Viewed:  112629 Time(s)

TS.PNG



_________________

Tiberian Sun : True Power - Reality Power Of 5 Factions...

Back to top
View user's profile Send private message Skype Account
Paranoia
Cyborg Specialist


Joined: 04 Aug 2007

PostPosted: Thu Aug 05, 2010 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

That cuts down a heap of lag. Certainly is not a mistake.

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Aug 05, 2010 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, TI has a similar fix. Anyhow, you may want to change it to something so you can see if you've already build a hero or the hero is dead yet. Other than that, basic building has no use for it.

Back to top
View user's profile Send private message ModDB Profile ID
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Aug 05, 2010 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

So that's what darken.shp was for. I never actually realized its significance.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Aug 06, 2010 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered


Back to top
View user's profile Send private message ModDB Profile ID Facebook Profile URL
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Aug 07, 2010 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I just notice that another problem with this patch icon not darken when build building.

I check around problem is from "darken.shp" in ecache02.mix. Is this mistake?


Not a mistake, it prevents a serious lag issue occurring in-game.

Back to top
View user's profile Send private message
GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Aug 07, 2010 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it happen only on MP? I won't notice any different on lagging with that.

_________________

Tiberian Sun : True Power - Reality Power Of 5 Factions...

Back to top
View user's profile Send private message Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Aug 07, 2010 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

It happens during both Singleplayer and Multiplayer for me.

Back to top
View user's profile Send private message
Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Aug 07, 2010 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, try building pavement a few times and you should notice lag.

Back to top
View user's profile Send private message ModDB Profile ID
GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat Aug 07, 2010 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe just my PC, I never have issue of lag that cause by darken.shp. I change game speed to 1-6 speed I never notice any lag.

_________________

Tiberian Sun : True Power - Reality Power Of 5 Factions...

Back to top
View user's profile Send private message Skype Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 07, 2010 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me neither, but some have much more problems with lag.
And not only caused by darken.shp, but by transparent stuff in general like transparent explosions or fading out traileranims.

The same is true for the bright glow effect caused by explosions. While I don't have any lag at all even with hundreds of them appearing at the same time, do others from the TI staff have lags with these too, that's why we had to disable the weapon glow completely for TI.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sat Aug 07, 2010 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
For the third time: I've removed all optional additions (I'm getting really sick of saying those two words).
As for the build Queue bug, that's always existed, regardless of how great the value is. It's in Vanilla TS and Red Alert 2.

It's even been in C&C1 and RA1, before the build queues. If you have no money at the moment a unit starts building, it goes on Hold. Heck, in Dune II, automatic construction continuing didn't even exist; you ALWAYS had to manually restart them if they stopped due to low funds.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu Aug 12, 2010 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Found more bug on FS mission

- FS Nod mission 7, CABAL's core house is no power result is Firestrom,Laser Fence and base defence is shutdown.(Both UMP and vanila)
- FS Nod mission 8, when CABAL house finish build his base. Result is Low power due not enough power plant.(Both UMP and vanila)
- FS Nod mission 9, Elite Cadre no icon.(Only on UMP)

_________________

Tiberian Sun : True Power - Reality Power Of 5 Factions...

Back to top
View user's profile Send private message Skype Account
GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Thu Aug 12, 2010 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

So it was the darkened icons all along that caused such massive slowdown when building stuff? I never knew that.

_________________

Back to top
View user's profile Send private message
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Thu Aug 12, 2010 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000: Not sure if he cares much about pre-existing mission bugs... this patch is made as clean slate for mods.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 13, 2010 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

GeckoYamori wrote:
So it was the darkened icons all along that caused such massive slowdown when building stuff? I never knew that.


Yup. Not just the darkening layer, but also the clock animation that are drawn on the icons slow the game down (not that significantly in older computers).

_________________


Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Jun 07, 2011 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

erm, I have a questions

this pack has missions.pkt and multi01.pkt
where do they go, as in what MIX name ?

also does UMP allow normal play of TS and FS as before ?
(I ask coz of now merged all rules into 1 file)

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 08, 2011 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Simply copy the patch (all files of it) into your TS folder. There is no further editing necessary to make this patch work.

Yes normal TS and FS play are possible. The only difference is, that you can now use the firestorm units in TS too.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed Jun 08, 2011 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm how come ecache02 isn't needed in expand02 ? #Tongue

and will it work fine if I put it there ?

Back to top
View user's profile Send private message
xXHunterKillerXx
Cyborg Soldier


Joined: 03 Jun 2010

PostPosted: Mon Jun 20, 2011 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you don't mind me asking, what exactly are the contents of missons.pkt and multi01.pkt?

EDIT: Scratch that. I got it. lol

_________________
Tiberian Sun: Outbreak

Back to top
View user's profile Send private message
Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun Oct 30, 2011 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

small heads up
UMP 0.2 is missing UnitCount= tag in Multiplayer Settings (rules.ini)
---------------------------------------------------------------
and there is cabal obelisk image overlaping


---------------------------------------------------------------

also UMP has on many places this:
Tag = value
instead Tag=value

(spaces)
---------------------------------------------------------------

also I don't know if this is hardcoded (LKO might know more)
but [Tentacle] weapon Range is set to 15 which makes Floater
shoot from distance and kill nothing but gets stuck far away from target
(also farts massivly which lags game)

reducing this to 2 helps

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 3 [103 Posts] Goto page: 1, 2, 3 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2355s ][ Queries: 14 (0.0126s) ][ Debug on ]